Great job , but i dont really understand the scale of the house. is that a really really big house because your door is too big is just like a town door scale . a really big door , is i'm true you should, scale your brick texture to get the scale that you want :) good luck
A quick look at the door in action, the texture is still unfinished, but i'm pretty pleased that I got the door opening. To the lower right of the door is a backup generator I'm working on. [ame="https://www.youtube.com/watch?v=9zhiuckerpQ&feature=plcp"]http://www.youtube.com/watch?v=9zhiuckerpQ&feature=plcp[/ame]
I don't really believe in the graffitis on the door neither... if some kids, in love with calligraphy would come in a such a place, I doubt they would just spray the door...all the walls would be covered.. ? I can't imagine anybody come in this room, close the door, tag it, then leave the room.. doens't make any sense for…
I was wondering what sort of hit on performance one would experience when using an atlas texture for many batched meshes, and then use the same texture for dynamic meshes. For example, say I have a 4096x4096 atlas texture that I have made for many static structures. I have some left-over texture space in this atlas to use…
looking pretty sweet but how would the back door open ---- i also think proportionaly it would better with the 2 door body - and would equally solve the back door problem -- ive done a lil mock to show you though this is probably more about my particular car taste :P
Hi, Can anybody recommend any good 3D modelling software that is fairly inexpensive (or even free?) Preferably something similar in style, modelling wise, to Maya or 3Dmax? Cheers.
Diving straight into another Blender/BPainter project creating what I imagine the Doomslayer would look like in the style something like World of Warcraft including giant shoulderpads!
Thanks alot guys!Neox im a bit confused.so if i have a wall with a door i CAN pass trow i need to make atleast 3 collision meshes "boxes"? one in left one above the door and one at the right of the door? So Unreal enginde doesnt support more complex meshes then that?
It worked well, might want to add in some ambient sound, give it a more creepy feel. (Add some text saying that you can right-click for fullscreen) Personally I walked through it in one go, but it felt accidental when I found the suitcase and the correct door. Other than it feeling a bit repetitive (decals and some…
- Some UV mapping problems (eg. victorian house, last pic to the left). - That broken hearse (looks burnt to me).. why is the lamp still glowing? doesn't seem broken to me. maybe it has gameplay functionality to draw the viewers eye but it doesn't seem like it. - The broken mausoleum. I think the diffuse could be 256x256…